void OnPlayerHit(object sender, BaddieEventArgs args) { if (!knockedBack) { Baddie baddie = args.baddiePayload; this.health -= baddie.damage; _data.health = health; animator.SetBool("hit", true); knockedBack = true; cantMove = true; knockBackFrame = 0; knockDirection = (this.transform.position - baddie.gameObject.transform.position).normalized * knockBackSpeed * Time.deltaTime; hitNoise.Play(); baddie.Die(); } }
// Update is called once per frame void OnPlayerHit(object sender, BaddieEventArgs args) { Baddie baddie = args.baddiePayload; float damage = baddie.damage; if (!hit) { if (healthCurrent - damage > 0) { hit = true; iFrame = 0; } else { GameOver = true; button.gameObject.GetComponent <Button>().interactable = true; contButton.gameObject.GetComponent <Button>().interactable = true; StartCoroutine("delayGameOver"); } ChangeHeart(baddie.damage); } }